Endless Space 2 offers six different ways to win the game, which play to the various strengths of different factions. These can be turned on and off when starting a match, but are set in stone once you begin a game.
Conquest[]
To win a conquest victory you must control a certain percentage of the star systems in the galaxy.
- A first warning message will be displayed when a faction or alliance controls half of the required ratio.
- A second warning message will be displayed when a faction or alliance controls three quarters of the required ratio.
- Keep in mind that being in an alliance will increase the number amount of colonies required to get a Conquest victory, your allies total system amount will also be added to your system amount required to achieve Conquest victory.
(Note: For the Nakalim, systems converted to the Academy also counts as systems required to progress to this victory condition.)
Best suited for the expansionistic United Empire, the assertive Nakalim, or the aggressive Cravers. But both Horatio and Unfallen are poised to fill in the empty gaps of the galaxy, especially should it be ravaged by conflict. Vodyani could also be a potentially promising candidate if they manage to successfully elevate themselves and subdue all others with their essence leeching.
Umbral Choir and Hissho are typically discouraged from achieving this type of victory as a result of their traits and affinity that promote a "tall and centralized" playstyle.
The number of star systems you have to control depends on the size of the galaxy. However the galaxy density does not increase the required systems but does add 33% more systems.
First Warning | Second Warning | Victory Condition | |
---|---|---|---|
Tiny | 8 | 12 | 16 |
Small | 9 | 14 | 19 |
Normal | 11 | 17 | 22 |
Large | 14 | 21 | 28 |
Huge | 16 | 24 | 32 |
Colossal | 18 | 27 | 36 |
Exceptional | 20 | 30 | 40 |
Supremacy[]
To win a supremacy victory you must bring all major factions' home systems under your control.
- A first warning message will be displayed when a faction or alliance controls half of the home systems.
- A second warning message will be displayed when a faction or alliance controls three quarters of the home systems.
- Forming an alliance with another major faction will add in the home system(s) that they own to your Supremacy victory progress.
(For factions with "Involuntary Nomads" trait, (i.e Vaulters and custom factions using their gameplay affinity) their "Home System" is the star system where they first colonized.)
Best suited for any faction that tends to lean towards an aggressive playstyle, such as Cravers, Hissho, Vodyani, Nakalim and The United Empire. That said, cooler heads may prevail if they build a strong alliance capable of protecting their own home system and conquering others, such as the diplomatic Unfallen and Umbral Choir, and by extension the peaceable Sophons and Riftborn. Horatio, Lumeris and Vaulters are wildcards in this regard, joining alliances and wars (or not joining at all), as they see fit.
Somewhat oddly, the Umbral Choir can achieve this victory condition by simply planting sanctuaries at all other factions home systems without the need to conquer it from them.
Science[]
Research all four Endless technologies to win. The amount of technologies required to complete this victory increases when you are in an alliance. The more factions you are in an alliance with, the more Endless technologies the Alliance will have to have researched.
- Might of the Endless is unlocked for research once you have researched three Tier 5 technologies in both Military and Empire.
- Wealth of the Endless is unlocked for research once you have researched three Tier 5 technologies in both Military and Economy.
- Power of the Endless is unlocked for research once you have researched three Tier 5 technologies in both Science and Empire.
- Genius of the Endless is unlocked for research once you have researched three Tier 5 technologies in both Science and Economy.
Notably, Sophons are typically best suited for this type of victory as a result of their scientific-oriented gameplay and bonuses, with Riftborn and Vaulters coming as a close 2nd. That isn't to say that the other factions can't outmaneuver them in scientific advancement using other methods though.
Nakalim are especially penalized in trying to achieve this type of victory, unless they manage to overcome their scientific impediment by one way or another, they will have problem catching up with other factions, let alone overwhelm them (except for the early game).
Economic[]
Economic Victory involves earning a certain amount of dust throughout the entire game. This amount of dust required depends the speed of the game and the size of the galaxy.
The Lumeris faction is especially suited to attaining this victory as they have a number of extra methods of generating dust. However Industrialist and Militarist factions can also attain this victory quite easily if they have a good early game (smothering out and conquering other people's economy proves to be quite good for business, for the winner's side, anyway.).
Dust Required for Economic Victory[]
Tiny | Small | Medium | Large | Huge | Colossal | Exceptional | |
---|---|---|---|---|---|---|---|
Fast | 253125 | 286875 | 337500 | 472500 | 607500 | 675000 | 843750 |
Normal | 337500 | 382500 | 450000 | 630000 | 810000 | 900000 | 1125000 |
Slow | 506250 | 573750 | 675000 | 945000 | 1215000 | 1350000 | 1687500 |
Endless | 1350000 | 1530000 | 1800000 | 2520000 | 3240000 | 3600000 | 4500000 |
Dust Modifiers for Economic Victory[]
Total dust required is calculated by the following formula: Economic Victory = 450000 x Speed Modifier x Size Modifier
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Wonder[]
The requirements for the Wonder Victory are that the empire must construct a certain number of Obelisks of All Space-Time. Once completed, the victory will be awarded. The Obelisks of All Space-Time are unlocked once Stage Five has been reached in the Empire Development technology tree.
Because of the high industry and strategic resource cost to build these Obelisks, Riftborn and United Empire are usually better suited to achieve this victory. It is possible to capture this megastructure from another faction through invasion or conversion (an icon will be displayed on the systems where Obelisks are built/being built).
The cost to build an Obelisk increases with each additional Obelisk. For example, while the first Obelisk costs 20,000 125 125 80 80 40 40 , the second Obelisk costs 30,000 188 188 120 120 60 60 . The number of Obelisks required is dependent on the size of the Galaxy, as shown on the table below.
Galaxy Size | Wonders Required |
---|---|
Tiny | 2 |
Small | 2 |
Medium | 3 |
Large | 3 |
Huge | 4 |
Colossal | 4 |
Exceptional | 5 |
Score[]
The score victory is one of the six Victory Conditions in the game.
If you have the highest score at the last turn of the game (dependent on settings) you win the game.
- Fast: 150 turns
- Normal: 300 turns
- Slow: 450 turns
- Endless: 600 turns
Your score is determined based on:
- Population
- Colonised star systems
- System level upgrade
- Technology
Trade- Hero levels
- Battles and Wars won
- Quests
- Laws
Here the exact calculation for the victory score:
- a single population: +3 points each
- hero level: +2 points each
- completed quest: + 4 points each
- tech first level unlocked: +4 points each
- tech second level unlocked: +6 points each
- tech third level unlocked: +8 points each
- tech 4th level unlocked: +10 points each
- tech 5th level unlocked: +12 points each
- tech 6th level unlocked: +16 points each
- a star system: +12 points each
- system level: +6 points each
- won battle: +2 points each
- active law: +3 points each
- assimilated minor system: +5 points each
- wonders: +20 points each
- war won: +5 points each
Strategy[]
Due to the nature of this Victory Condition there isn't anything specific to target.
All Factions are equally good at achieving this Victory Condition.